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Glanzer

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Glanzer

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29 comments

  1. asterxaio
    asterxaio
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    Could you also add the Tools from AJO - Andrealphus' Jobs Overhaul? 👉🏼👈🏼 It really feels inconsistent and bothers me
    1. Glanzer
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      I talked to Andrealphus about this a while back and after looking into it I posted this in his mod; if I'm missing something more important let me know.

      After reviewing all the tools between these 2 mods it looks like the blacksmith hammer is already used for both mods, and the only other workstation that is really different is the alchemy workstation. Crafting Requires Tools requires a mortar and pestle for that. Unfortunately that's not a vanilla item, so the mod creates one you can buy from alchemists. Your solution (a broom) is simpler and more compatible. In any case, I don't think any changes are needed to make the mods compatible.
    2. asterxaio
      asterxaio
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      Oh my bad! I was actually talking about the Morters from this mod. But it's quite redundant and I removed it
  2. Marikuuu
    Marikuuu
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    Its funny that with the old mod, I never had issue with dialogue not popping up. Now with this one, it doesnt show up anymore....
    1. Glanzer
      Glanzer
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      Did you start a new game? Read the requirements on the description page about upgrading on an existing save.
    2. Limetowne
      Limetowne
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      Doesn't work for me either. New save.
    3. Glanzer
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      Do you have both the old mod installed and this one installed after it? (It requires both mods.) I just tested it again in Riverwood at the sawmill (with Hod) and I get the dialogue choice. I also use a ton of other dialog mods.
    4. Limetowne
      Limetowne
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      Yes. Hod doesn't have the dialogue option.
    5. Glanzer
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      The only things I can think of are:

      1. The quest isn't running. Use the following command in the console to check the status of the quest:

      sqv feXXX813

      where 'XXX' is the load order of the craftingneedstools.esp plugin (e.g. sqv fe1e4813).

      2. Some mod may have removed Hod from the "JobLumberjackFaction" faction. Use More Informative Console and click on Hod in the console, then drill down into his factions to make sure he's in that faction.
    6. Limetowne
      Limetowne
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      I solved it by moving both mods further down my load order. Thanks for the help!
    7. Glanzer
      Glanzer
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      Oh good. Thanks for reporting back. I'll add a note about that on the description page.
  3. urbon
    urbon
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    Thank you. Needed for Andrealphus' Jobs Overhaul. 👌
    1. Glanzer
      Glanzer
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      Yup I use that mod too and it is compatible. See my short discussion of that in the posts for that mod dated Feb. 23.
  4. HalfHound
    HalfHound
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    Do you happen to have the source files for the original mod? It seems the author did not include them. Did they gave you permission an acces to the source files specifically for this mod?
    1. Glanzer
      Glanzer
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      Just use Champollion to deccmpile scripts.
      https://www.nexusmods.com/skyrim/mods/35307
    2. HalfHound
      HalfHound
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      thanks m8!
  5. Zequinha
    Zequinha
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    how do i make this work with Complete Alchemy and Cooking Overhaul? the message for need mortar on alchemy appears but the toon just does it anyway.
    1. Glanzer
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      I looked into this and found that CACO does the same thing as I do, i.e. it prevents use of alchemy tables unless you have a mortar and pestle. BUT the default in CACO is to have that turned OFF. You need to turn that option ON in CACO's MCM, otherwise it lets you use the alchemy table without a mortar and pestle.

      Please test it with the option on. I see that CACO has 5 sets of mortar and pestles itself, so I'll probably need to add them to the FLM file if it still fails.

      EDIT: Here are the lines to add to my FLM file for CACO's mortars and pestles:

      FormList = 0x833~CraftingNeedsTools.esp|0xCCA200~Update.esm
      FormList = 0x833~CraftingNeedsTools.esp|0x3DB5A~Complete Alchemy & Cooking Overhaul.esp
      FormList = 0x833~CraftingNeedsTools.esp|0x27EE0D~Complete Alchemy & Cooking Overhaul.esp
      FormList = 0x833~CraftingNeedsTools.esp|0x37203F~Complete Alchemy & Cooking Overhaul.esp
      FormList = 0x833~CraftingNeedsTools.esp|0x372040~Complete Alchemy & Cooking Overhaul.esp

      I'm pretty sure this will prevent you from using the Alchemy table unless you have one of CACO's mortars and pestles, and then the rest of CACO's requirements and alchemy logic will kick in. I don't use CACO so I'm just guessing.
    2. Zequinha
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      the CACO MCM stuff worked, but the dialog to purchase tools aint showing up, tried with alvor, arcadia and adrianne.are ognar and the mister from the riverwood lumber mill supposed to sell tools?, now it showed up., ignore.
    3. Glanzer
      Glanzer
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      Did you install this extension mid-game onto the original mod? That won't work because I compacted the formids (read the Description page). As a quick test start a new game, go to Riverwood (coc riverwood), and talk to the guy at the sawmill. He should offer to sell tools (a hook).
    4. Zequinha
      Zequinha
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      nah, i made a new game when i installed your mod, my computer ain't strong so maybe the scripts took a while to load?. 
    5. Glanzer
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      That doesn't sound right, the tool options should be there. When you talk to Hod at the Riverwood sawmill, you should see an option called "I need to buy tools. Do you have any?" Also, I think you have to have enough gold on you to see the option. For testing, just do a "player.additem f 999" to give yourself 999 gold before you talk to him.
    6. Zequinha
      Zequinha
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      so if i load the save it will appear, but on a fresh toon it won't work my toon had 103 gold, bud Hod only had his greeting, after i saved and loaded the message appeared.
  6. Buffo90
    Buffo90
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    If I can give you a suggestion, I'd change the popup with a notification message in the top left to stay in line with vanilla.
    1. Glanzer
      Glanzer
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      hmmm, should be easy to do that and make it toggle-able via a global variable. I'll check into it.
    2. Glanzer
      Glanzer
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      I looked into it more and it could be done with changes to the plugin and another of the scripts. But I didn't want to go that far unless other people think it's worth adding that functionality.
  7. hoskope
    hoskope
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    Awesome addition. It seems to work together with SV Menu, which one of my all time favorites. It adds configurable cost for services (and tons more). It dosen't make sense that you walk to the blacksmith and say hey i will use forge now, even the reaction of them when not paying is not really immersive (combat to the death), but i take it. I recall first time testing i didn't see option to buy the tools, but i might be wrong, however, second time it was there, so maybe i just missed that first time.

    With both mods, SV Menu and CNT, when i walk to the forge i get popup that i need tools, then if i do following:


    • Pay for the tools, if i then go to use the forge, blacksmith will get angry, because i didn't pay for his precious forge services.
    • Pay for the services (SV Menu) and then we are both happy and can use the forge without murdering much needed professional.

    and in the end it's a great money sink what we all need in Skyrims economy :D 
    1. Glanzer
      Glanzer
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      Yup, I'm using that mod too and I tested it to make sure they were compatible with each other before publishing this.
  8. Buffo90
    Buffo90
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    Thank you!